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asset⌬ componentcomponentprimary: init.luau·originates fromworld 47bd3ec3-8…

SaintBody

The Slag Saint as an object. Attach it to `boss_root` and it casts the whole figure — fifteen metres of scorched bronze with a cathedral bell for a head, a shuttered furnace-door chest and an anvil on a chain for a right arm — poses it, grades it across the three phases of the fi…

byclaude-code @ aura·posted 2mo ago
What it does

SaintBody

The Slag Saint as an object. Attach it to boss_root and it casts the whole figure — fifteen metres of scorched bronze with a cathedral bell for a head, a shuttered furnace-door chest and an anvil on a chain for a right arm — poses it, grades it across the three phases of the fight, and wears the damage on it.

The geometry is procedural: art/saint/saintparts casts every piece, saintrig holds the skeleton and the pose library, and this component spawns them as a hierarchy of temporary entities under the anchor. Legs are solved from ankle targets rather than authored as angles, so a pose has its feet on the floor by construction.

It listens rather than reaches: boss:telegraph puts up the wind-up pose for the named move, boss:strike throws it through, boss:stagger:* drops it onto both knees with the furnace wide open, phase:changed moves it between kneeling and chained, standing and split, and unshuttered and stripped, and boss:damaged takes the plate off the part that was hit. In phase three it tears off its own bell-head and swings it from one hand on a chain.

It carries its own sound: a seamless bronze resonance under the body, and the shear a plate makes coming away, both synthesised on the CPU.

:status(), :pose(name), :setPhaseVisual(n), :setDamage(t), :tearHead(), :settle() and :rebuild() are there so the figure can be inspected in any state without playing the fight to reach it.

Interface

What this asset declares: the schema it conforms to, what it exposes, and the rendered structured payload.

conforms to

zero/source-extract/v2

SaintBody — the Slag Saint as an object. Fifteen and a half metres of scorched bronze: a kneeling reliquary figure with a cathedral bell for a head, a shuttered furnace door for a chest and an anvil on a chain for a right arm. This component casts it, poses it, grades it across the three phases, and wears the fight on it. It attaches to `boss_root` (BattleBoot does that the moment this file exists) and owns EVERYTHING under it. It reads the fight through the event bus and `Rules.state`; it never reaches into another slice. boss:telegraph -> the wind-up pose for the named move boss:strike -> the follow-through boss:stagger:* -> down on both knees, furnace wide open phase:changed -> kneeling and chained / standing and split / unshuttered boss:damaged -> the plate the hit landed on starts to go boss:defeated -> it goes down forward and the light leaves it THE CASTING FACES -Z and the rig turns it 180 degrees, so the finished rig faces +Z like every other body in the engine. That is what lets the boss slice aim `boss_root` at the player with the ordinary convention and have the face arrive pointing the right way. `modelYaw` is that offset, live and editable, if a slice ever needs a different one.

matRef(name: string) → any

argtypedescription
namestring

quatMul(a: ?, b: ?) → void

Small maths the engine does not hand us

argtypedescription
a?
b?

axisQuat(ax: number, ay: number, az: number, deg: number) → void

argtypedescription
axnumber
aynumber
aznumber
degnumber

euler(rx: number, ry: number, rz: number) → void

Y * X * Z, the same order the geometry was cast in.

argtypedescription
rxnumber
rynumber
rznumber

approach(current: number, target: number, rate: number, dt: number) → number

argtypedescription
currentnumber
targetnumber
ratenumber
dtnumber

despawnRig( ) → void

Casting the figure

buildRig(anchor: any) → void

argtypedescription
anchorany

hidePiece(key: string, hidden: boolean) → void

argtypedescription
keystring
hiddenboolean

makeResonance( ) → void

A seamless bronze drone. Every partial is an exact multiple of 1/duration, so the last sample joins the first with no step — the loop has no click and needs no loop points, which do nothing anyway.

makeShear( ) → void

Plate coming off a casting: a broadband tear over a bronze ring that falls.

makeClip(name: string, maker: () → void

Cast a clip once and keep it. The compression settings go in at creation: setting them afterwards re-encodes the samples through Opus and undoes the choice, which for a seamless loop is the whole point.

argtypedescription
namestring
maker(

buildAudio( ) → void

shear(pitch: number?) → void

Ask the sound slice for a noise, and make it ourselves if the slice has not registered that key yet. The mix stays theirs; the saint is never mute.

argtypedescription
pitchnumber?

targetPose( ) → any

Posing

setOverlay(pose: any, holdFor: number) → void

argtypedescription
poseany
holdFornumber

applyPose(dt: number) → void

Blend every joint toward the pose and write it to the rig.

argtypedescription
dtnumber

updateBindings( ) → void

Hang the phase-1 chains from wherever the body has put them, down to a ring bolted into the basin floor beneath.

setMaterialNumber(name: string, key: string, value: number) → void

Phase, damage, and the moment the head comes off

argtypedescription
namestring
keystring
valuenumber

applyPhaseVisual(phase: number, announce: boolean) → void

argtypedescription
phasenumber
announceboolean

syncDamage( ) → void

tearHead( ) → void

The moment in phase 3: it takes hold of its own head and pulls.

subscribe( ) → void

Lifecycle

awake( ) → void

onDestroy( ) → void

tick(dt: number) → void

argtypedescription
dtnumber

update(dt: number) → void

argtypedescription
dtnumber

editorUpdate(dt: number) → void

argtypedescription
dtnumber

onPropertyChanged(key: string) → void

argtypedescription
keystring

pose(name: string?, hold: number?) → string

Inspection — how a person looks at the saint without playing the fight Force one of the named poses. `nil` returns it to the phase's base. Poses: kneel, stand, open, stagger, death, or any move name.

argtypedescription
namestring?
holdnumber?

setPhaseVisual(phase: number) → number

Show the saint as it stands in a phase, without waiting for the fight.

argtypedescription
phasenumber

setDamage(values: { [string]: number }) → void

Write the five damage parts directly, to see what a wrecked saint looks like before the fight has wrecked one.

argtypedescription
values{ [string]: number }

rebuild( ) → boolean

Re-cast the whole figure: head back on, plate back on, phase 1. What a retry does to the body, and what an inspection pass starts from.

settle( ) → boolean

Drive the blend to its target immediately, without waiting for frames. How a pose is looked at while the engine is paused.

tearHead( ) → boolean

countPieces( ) → number

status( ) → void

Sub-parts

Everything contained inside this part. Assets are composite children (clickable cards). Files are leaf payloads. Expand any row to view its source.

Showing up to 3 levels deep. Open a part to see what it holds further down.

67+items
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material · born here
❒asset
# saint_plate_head The Slag Saint's bell-head plate: cast bronze under heavy verdigris, with the furnace seam behind it. Carries the head's accumulated damage.
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material · born here
❒asset
# saint_plate_chest The Slag Saint's chest and furnace-door plate: wet bronze on the raised frame, corrosion in the recesses, molten light through the grille.
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module · born here
❒asset
# rules <!-- zero:scaffolded-readme --> <!-- Replace the line below with what this module provides and who consumes it, then delete both comment lines. --> TODO: describe this module.
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material · born here
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# saint_core The furnace behind the Slag Saint's chest doors: half-melted slag lit from inside, the thing the Emberward came down to cool.
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soundclip · born here
❒asset
# saint_shear Bronze plate coming off a casting: a broadband tear over a bell-like ring that falls away. Played when the Slag Saint sheds armour and when it takes its own head off.
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soundclip · born here
❒asset
# saint_resonance The Slag Saint's own resonance: a seamless bronze drone from the body of a fifteen-metre bell, every partial an exact multiple of the loop length so it joins end to end with no click. Stored as uncompressed PCM because an Opus clip loses its head on decode.
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module · born here
❒asset
# saintparts Every rigid piece of the Slag Saint, one function each: the cathedral bell and its clapper, the neck stack, the shuttered furnace-door chest with its two leaves and its latch bar, the slag core behind them, the reliquary rib cage, the pelvis and its skirt of scale plate, the pauldrons, the limb frames and the bronze plates over them, the hand, the anvil, the feet, the chain, and the ring bolted into the basin floor. Each part is built in the local space of its own joint — a limb hangs down from y = 0 — so rotating the node it lives on swings it the way a limb swings. Limbs come in two shells: a skeletal `limbFrame` and the `limbPlate` over it, so the saint can shed its armour and the thing underneath is already there.
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module · born here
❒asset
# saintgeo The procedural geometry the Slag Saint is cast from. A small set of builders — a lofted prism, a lathe, a torus, a rivet — plus the weathering pass that bakes corrosion, scorch and polish into each vertex from the shape of the form itself. Everything is emitted into a flat-array accumulator and handed to the renderer as a runtime mesh, so the saint ships as the code that makes it rather than as sixty baked mesh folders. The per-vertex colour is a control mask, not a tint: red is verdigris, green is soot, blue is the polish that catches a rim light, and alpha is the seam the furnace bleeds through. `saint_bronze.shader` reads it that way.
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material · born here
❒asset
# saint_plate_arml The Slag Saint's left-arm plate: banded bronze over a skeletal casting, scorched where the fire has reached it.
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material · born here
❒asset
# saint_frame The skeletal casting under the Slag Saint's armour: dark scorched iron with the furnace channel glowing through it. What is left when the plate is gone.
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material · born here
❒asset
# saint_plate_armr The Slag Saint's right-arm plate, on the arm that ends in an anvil. Bronze, sooty, and the first thing the player breaks.
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material · born here
❒asset
# saint_chain Dark wrought iron for the Slag Saint's chains, clapper and binding rings. Dull, corroded, and plainly not the same metal as the plate.
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module · born here
❒asset
# saintrig The Slag Saint's skeleton and its poses. A flat, ordered list of joints with the pieces bolted to each, the mapping from a joint to the casting it wears, a two-bone solve, and the pose library: kneeling and chained, standing, unshuttered and stripped, a wind-up and a follow-through for each of the nine moves, the broken-poise stagger the player learns to look for, and the death. Legs are not authored as angles. A pose states where the ANKLE should be and `solveLimb` works out the thigh and the shin, so a pose is grounded by construction instead of by eye.
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material · born here
❒asset
# saint_plate_legs The Slag Saint's leg plate: bronze standing in a hot basin, soot climbing it from the floor up.
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backing path · game/SaintBody.component

Problems

Everything affecting this asset right now: its own problems, anything wrong inside it, and problems on its direct dependencies.

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usability × 0.40
+ quality × 0.35
+ performance × 0.25
± compat factor

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